Devastating ChargeHecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+) to 80/150/220/290/360 (+) physical damage based on how far Hecarim has traveled during Devastating Charge.

Cost - 60 Mana

Range - 300

Onslaught of ShadowsHecarim summons spectral riders and charges forward, dealing 100/200/300 (+0.8) magic damage to anyone they strike. Hecarim releases a shockwave when he finishes his charge dealing an additional 50/125/200 (+0.4) magic damage and causing neaby enemies to flee from Hecarim for 1 seconds.Hecarim himself will only move to the targeted location. The riders will always move the full distance.

Cost - 100 Mana

Range - ?

RampageHecarim cleaves nearby enemies for 50/80/110/140/170 (+) physical damage. (50% damage to minions and monsters)
If Hecarim damages at least one enemy with this attack he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.

Cost - 25 Mana

Range - 20

Spirit of DreadHecarim deals 80/125/170/215/260 (+0.8) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 10/15/20/25/30% of the damage these enemies take from any source.Hecarim cannot heal more than 60/90/120/150/180 health from minions.

Chain of CorruptionVarus flings out a tendril of corruption that deals 150/250/350 (+1) magic damage and immobilizes the first enemy champion hit for 2 seconds.
The corruption then spreads towards nearby uninfected enemy champions, applying the same damage and immobilize if it reaches them.

Hecarim's health is insanely high, esp. when coupled with 9 points in defense mastery tree for more health. Any early health item (phage, heart of gold, even doran's shield) will make him very beefy, esp. considering he randomly has scaling magic resist. Seems like a very solid bruiser for top lane and jungle, just based on his stats alone. Also easily a 'rush Trinity' character, considering the scaling based on movement speed, the kit built for ganking / chasing (where phage procs are great), the low cooldown Q (where sheen can shine), and mixed scaling on his abilities. Trinity, Merc Treads, Giant's Belt, Atma's, Force of Nature? The usual on tanky dps really, only he gets a little extra from the movement speed.